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high rated
Changelog for patch 0.6.0c (added 19 June 2017):

The Glass Desert

- The Glass Desert is the biggest and most challenging zone we’ve ever added to Slime Rancher! Featuring new slimes, resources, and unique challenges, the Glass Desert has something for every rancher brave enough to explore its sweeping dunes and secret ruins.

Firestorms

- The monolithic glass structures in the Glass Desert can cause a terrifying phenomenon known as firestorms. Believed to be a sudden disruption of heat from below the surface, firestorms produce massive fire columns and expel flaming crags of debris. If you’re exploring the desert when a firestorm goes off, it’s best you take cover!

Oases

- In order to fully explore the Glass Desert and collect all the slimes and resources within it, you’ll need to bring life back to it in the form of oases. Oases protect you from the harmful effects of firestorms, but you’ll first need to bring them to life before you can harness them. Search the ruins within the desert…

Mosaic Slimes

- The mosaic slime gets its name from the glittering array of glass tiles that cover its body. This glass produces a similar anomaly to those found in the desert itself, making the mosaic slime beautiful, but quite dangerous.

Dervish Slimes

- A dervish slime is a swirling, whirling bundle of energy in slimy form. Dervish slimes are commonly found in the Glass Desert, cruising across its dusty dunes at high speed atop little whirlwinds. Just don’t let them get too agitated, they have a lot of emotions swirling around inside them that might wreak havoc on your ranch.

Tangle Slimes

- Though the tangle slime may look innocent with its wide smile and colorful flower atop its head, it's actually a fearsome predator with a big appetite for tasty meat. The tangle slime earned its name from the twisting vines that it can produce to grab things in the environment. It also can produce a noxious pollen that makes slimes sneeze! It’s adorable but makes them quite agitated.

Fire Slimes

- Fire slimes are a rare breed of slime that lives on ash. Fire slimes will eat just about any food, but not without it being burned into ash first. The only way to feed a fire slime is to use an incinerator with an ash trough upgrade.

New Resources

- The silver parsnip, prickle pear, and painted hen and chicks can now be collected in the Glass Desert, the new favorite foods of the mosaic, dervish, and tangle slimes. Three new Slime Science resources have been added that can be found with extractors in the Glass Desert: Silky Sand, Glass Shard, and Pepper Jam.

Other Changes:

- Starmails from Casey have been overhauled to reduce feelings of clinginess, be less dramatic, and fit more with the tone of the game. However, the conclusion to the story remains unchanged.
- The Ancient Ruins have been expanded to connect to the Glass Desert via a special mechanism.
- A beautiful, new skybox has been added that includes dawn and dusk lighting and real time cloud formations. And the moon! Let me tell you, it's the best.
- Garden crops now have a grow-in animation because they saw how fancy the new skybox is and were like, ‘come on Monomi Park! Gimmie some love here.’
- Torches have new fire effects.
- New achievements have been added.
- New Slime Science gadgets have been added, including more teleporters and warp depots, a potted tactus, more gordo snares, Glass Desert deco, and other advanced versions of existing gadgets.
- New 7Zee Rewards Club rewards have been added to existing ranks, including the handy Market Link, Ultra Dash Boots, and the Golden Sureshot.
- Two new gordos have been added to the Moss Blanket and Indigo Quarry. One of them is quite mad. There’s also some new ones in the Glass Desert!
- Gordo eat requirements have been reduced. Or has their food simply become more fattening? No one can say for sure.
- Vacpack Upgrades obtained via the 7ZRC now show up in the Vacpack Upgrade shop as ‘sold out.’
- Gold plorts can now be deposited into the Refinery. I wonder why…?
- Extractor rare item drop rates have been increased across all extractors.
- Quantum slimes can no longer merge with a ghost in a foreign corral. The purpose of this change is to make quantum slimes a little easier to manage. They can still ghost out of their own corral, but will never ghost into another corral on your ranch.
- Fabricated teleporters now show their destination like static teleporters.
- Plort icons on the Plort Market are now de-emphasized if you haven’t discovered their zone of origin yet.
- Small tweaks to Options UI layout to better accommodate various languages.
- The incinerator has received a visual overhaul and has a new upgrade, the ash trough, that is used for corralling fire slimes.
- Changed the puddle plort logic to match puddle slimes in order to reduce frustration when dealing with them outside of water.

Bugfixes:

- Fixed bug where saving before getting Thora’s first Range Exchange offer would immediately give you said offer on game load.
- Fixed bug where flying phosphor slimes only moved north east. The great phosphor slime migration has finally ended and they are now free to fly wherever they wish.
- Fixed bug where slimes present on the Ranch would be hungry and agitated despite plentiful food available in their corral. Hallelujah!
- Fixed bug where dash boots were not nearly as efficient as advertised. Efficiency increased and advertisement reduced to meet in the middle.
- Fixed bug where honey plorts weren’t always considered extra-tasty by slimes. Tastyness has now been increased by 34.68 tastigrams.
- Fixed bug where some achievements could re-announce their awarding on game reload.
- Fixed bug where puddle slimes would sometimes disappear when leaving them alone, especially on the Docks.
- Fixed issues with puddle slime movement.
- Fixed bug where sound effects could continue to play while the game was paused or the player was in the house.
- Fixed bug where the rad camera effect could sometimes be disabled while inside a rad aura.
- Fixed a bug where vac-ing a non-tabby largo would give them tabby stripes. How did we not catch this sooner???

- That wraps up v0.6.0! We hope you enjoy this update and the unique features it offers. Slime Rancher has been quite a journey for us and we’re excited to soon be leaving Early Access and into official release, and then the exciting content that follows!
Post edited June 20, 2017 by DeMignon
high rated
Changelog for Patch 0.6.0d / (Windows, Linux and Mac) (added 22 June 2017):

- Fixed bug where some slime toys' effect area was smaller than intended.
- Fixed bug where the Quantum Mosaic Largo's mosaic shell was sometimes entirely hidden within its body.
- Fixed bug where sound would sometimes cut out after too much time around Dervish Slimes.
- Fixed bug where returning to Largos in a corral with an auto-feeder and plort-collector would sometimes not produce all of the proper plorts.
- Fixed bug where Diversification achievement was not properly counting Largos across all parts of the Ranch.
- Fixed bug where carrots and parsnips would sometimes become stuck against corral posts.
- Optimized some textures for a minor memory usage improvement.
- Optimized some object management for a minor CPU usage improvement.
high rated
Changelog for Patch 1.0.0 Going out of GID (added 01 August 2017):

- Slime Rancher v1.0.0 marks the end of our early development and shifts into our official launch. For everyone at Monomi Park, it has been an incredible journey building Slime Rancher as you play it, and we are very grateful for the support you have shown us over the last year and a half.
- But this is not the end of your adventures on the Far, Far Range! Slime Rancher will continue to receive content updates that you can read more about on our roadmap: http://forums.monomipark.com/viewtopic.php?f=3&t=448
- Slime Rancher v1.0.0 is a small patch designed to tie up a few loose ends with the existing game and offer some closure to the current iteration of Adventure mode.

Changelog:
- Added the final Hobson journal nodes and Casey starmail to Adventure Mode. Reading both is required for ‘completing’ Adventure Mode.
- Added a small new area to the end of the Glass Desert where the Hobson journals are located.
- Added two new achievements.
- Added a small surprise for players that complete Adventure Mode and view credits sequence.
- Adjusted garden logic so that gardens will never despawn themselves mid-harvest. They will always wait to mature their crops and leave them on the ground before despawning.
- Beatrix is now viewable on the title screen and in her house. Hello, Beatrix!
- Added a button to re-watch the credits on the About screen. You must have completed Adventure Mode in order to access this feature.
- Added logo and game splash screens at beginning of game load.
- Optimized the handling of some music and sounds to reduce memory usage.
- Optimized some textures to reduce memory usage.
- Optimized some object management to slightly improve CPU usage.
- Optimized snack layout in Monomi Park pantry to improve kitchen usage.
- Improved overall balance between music tracks.
- Improved sound effects for picking a fruit/veggie from tree/ground.
- Made adjustments to the About page credits to showcase all the wonderful people that have contributed to Slime Rancher even though it still means leaving out people that didn’t work on it directly but made it all possible- oh Elizabeth I love you so much.
- Adjusted some geometry around the Range to prevent objects getting stuck, reduce pop-in, and prevent other strange interactions.
- Removed the early access version watermark from the in-game HUD and it was surprisingly cathartic.
- Adjusted text spacing in the Slimepedia.
- Added some planks on the pathway to the Lab. Because all great science begins with the path forged from the great science before it.

Fixes:
- Fixed bug sometimes resulting in becoming stuck in the Ranch House when sleeping with Tarr around the Ranch.
- Fixed bug sometimes resulting in certain fruits and veggies falling through the floor.
- Fixed bug where Mosaic slimes still produced and managed glints while far away from the player.
- Fixed some layout issues on the purchase interface in some languages
- Fixed some layout issues with the Bug Reporting screen.
- Fixed bug where a spring pad would respond to an echo repeatedly even though it would not launch it.
- Fixed bug where extractor sounds were sometimes not played.
- Fixed a gap in the geometry with the Upgraded Lab entrance.
1.0.1 was launched on steam Aug. 7th
When can version 1.0.1 be xpected on gog?
high rated
Changelog for Patch 1.0.1 (added 08 August 2017):

- Added a map interface that gives you a general sense of where you are on the Far, Far Range. Map zones are unlocked after activating map data nodes in each zone. The map will also tracked any teleporters or extractors you’ve placed, and give you a total count of slime keys and treasure pods collected in each zone.
- Optimized tracking of distant areas of the world to improve overall performance.
- Added slime toys for the fire, mosaic, dervish, and tangle slimes.
- A single gilded ginger now grows once a day in the Glass Desert but can be very difficult to find. Gilded ginger is the only veggie a gold slime will eat, providing extra plorts for those that manage to feed one. And while it can’t be grown in a garden, it can be used to [REDACTED]
- Added a treasure pod behind the barn in the Lab to give new players a head start in building their first teleporter.
- Added some new tabby slime sound effects when they steal an item.
- Added intro text when starting a new save file in Adventure Mode.
- Adjusted extractor cycle time from 22 hrs to 12 hrs. Please note that the 10 hours we removed did not go to waste and were recycled.
- Ponds now produce infinite water, much like water sources in the wild.
- Gardens now produce infinite harvests! In order to plant a new crop, you must select to replant from the garden menu. Any gardens already active before the patch will need to be replanted to become infinite.
- Added Return teleporters to Hobson vaults after watching a few streams where players met untimely deaths in the vaults and lost their gold plorts and Nick almost cried for them.
- Added water tutorial message on purchasing the water tank.
- Adjusted Incinerator trough to prevent fire slimes despawning in the trough. As a note, an empty ash trough will not despawn a fire slime, though it will not feed them either.
- Odd onion crops on the ranch will now produce a minimum of 4 odd onions, but generally 6-8 of them.
- Shooting a chickadoo at a gold slime will now knock plorts out of it like other resources. As a note, chickadoos have stated that they are really not cool with this change.
- Starmail popups now disappear once you’ve read the mail.
- Reduced time ranch-specific tutorials stay on screen after leaving the ranch.
- Optimized occlusion culling.
- Optimized lighting where a near-zero intensity directional light was being unnecessarily processed on the GPU.
- Optimized some miscellaneous memory usage.

Fixes:
- Fixed bug where some players’ progress at opening slime gates and the plort puzzle door was not being tracked properly and affected their receiving certain Casey mails.
- Fixed bug where you could vac fruit off a tree from an angle and get them shaking but not ever popping off.
- Fixed some issues with the French translation.
- Fixed bug where slimes were not turning into largos properly while sleeping at night.
- Fixed bug where some new sounds could play when sleeping at night or after being knocked out.
- Fixed bug where some sounds would play right as the ranch initially loaded in. Fun fact: this quirk has always persisted on the dev side and any time we test the game we hear the crickets chirping sound effect for a moment. Now when I hear crickets in real life I think of our editor.
- Fixed bug where unripe phase lemons could fall through the world when their tree phased away.
- Fixed bug where Dervish Gordo’s key could spawn into the ground.
- Fixed a floating platform in the Glass Desert.
- Fixed bug where Beatrix was being stretched when viewed at different aspect ratios.
- Fixed bug where the Humble installer was not fully replacing certain files from an existing installation.
- Fixed bug where some geometry would allow the player to get too close and see inside the walls. If any player claims they saw enslaved gnomes inside these walls building our levels, they are LYING.
- Fixed bug where Pause Menu could interfere with other in-game UIs on Xbox.

Changelog for Patch 1.0.1b (added 08 August 2017):

- Fixed a bug where oases in the Glass Desert were being reset.
The update seems not to be not available in my list.
avatar
Guter: The update seems not to be not available in my list.
Same here. New to GOG, so am not sure how long updates take to get through usually. Excited about the update too; looks a good one.
high rated
Changelog for Patch 1.0.1c / (Windows, Linux and Mac) (added 09 August 2017):

- Charcoal bricks are no longer incinerated by incinerator.
- Fixed bug where painted chicks did not award the 'You Monster' achievement
- Fixed gadget markers in Glass Desert map displaying upside down.
- Fixed bug where slimes could occasionally eat plorts through a pen wall while sleeping until morning, resulted in unexpected largos.
Great. Thank you very much. :-)
And where is 1.0.1b?
The patch is only b ->c!?
edit: Nevermind; found the full c installer in a separate category.
Post edited August 10, 2017 by Guter
high rated
Changelog for Patch 1.0.1d/ (Windows, Linux and Mac) (added 16 August 2017):

- Fixed bug where during sleep or when returning to a ranch, largos sometimes produced only one type of plort.
- Fixed bug where gadget map icons were not clearing properly from the map when the gadgets were picked up/demolished.



Changelog for Patch 1.0.1e/ (Windows, Linux and Mac) (added 17 August 2017):

- Fixed bug where fruits/veggies could sometimes not be vac'd off of trees/out of patches after reloading a game.
Post edited August 17, 2017 by HypersomniacLive
high rated
Changelog for Patch 1.1.0 / (Windows, Linux and Mac) (added 18 October 2017):

- Ogden's Wild Update has arrived! Slime Rancher v1.1.0 contains a dangerous, new zone to explore, missions to undertake from Ogden Ortiz, the feral descendants of the long-extinct saber slime, and more!

The Wilds:
- The Wilds are a new zone that's home to a horde of feral saber slime largos. You can access The Wilds after receiving an invitation from Ogden Ortiz to visit his retreat at the edge of The Wilds. Ogden will then hire you to acquire delicious kookadoba fruits from The Wilds and reward you for doing so.
- Ogden will send you a starmail inviting you to his retreat after you successfully complete at least one Range Exchange with him, unlock the Moss Blanket, and unlock the Overgrowth.
- Working for Ogden is conducted through a modified Range Exchange on his retreat. Ogden will ask you for three progressively larger hauls of kookadoba fruit, rewarding you for each, as well as a small reward for every three kookadoba.
- Unlike the Range Exchange, there is no time limit associated with any Ogden requests on the retreat.
- Rewards include miracle mix, a deluxe garden upgrade, and finally, the keys to the retreat itself!
- Kookadoba fruit grows exclusively in The Wilds in random locations. It grows back over time, so if The Wilds are plucked clean of kookadoba, you'll need to let a couple days to pass for them to fully regrow.
- Some kookadoba can be found in the curious mudballs created by saber slimes. These mudballs must be taken to a kookacracker in The Wilds in order to get to the fruit inside. Kookacrackers are scattered across The Wilds.
- The warp network to The Wilds is buggy and highly unreliable! Be prepared when venturing to The Wilds as you will warp into one of four locations with no immediate means of exiting. Only by reaching one of three exit teleporters will you be able to escape. Additionally, The Wilds is so far off the grid that your map will not work. This may seem like a contrivance to make things more difficult but like, no, it's totally because of LORE.

New Range Exchange:
- The Range Exchange has received a visual overhaul, its rewards adjusted, and its timing tuned.
- The 24 hour timer on the Range Exchange now begins only after accepting a Range Exchange offer.
- After the introductory offers from all ranchers, the daily Range Exchange offer will be a choice between two ranchers.
- All Range Exchange offers have been rebalanced, and also include newbuck rewards.
- The presentation of the Range Exchange has been changed to imply a more direct form of communication with each rancher. Curiously though, one of them still relies on typed messages…

Casual Mode:
- A new game mode has been added for players that want to use Slime Rancher to truly relax. Casual Mode is a wholly separate game mode that mirrors Adventure Mode, save for the complete lack of tarr slimes, and reduced feral slime aggressiveness. In Casual Mode, largo slimes cannot eat a second plort, and feral slimes will not perform their patented feral slime butt stomp.
- Please note that given the lack of tarr, some achievements may not be obtainable in Casual Mode.

Other Changes:
- The Plort Market has received a visual overhaul to fit saber plorts, as well as other plorts down the road…
- The sound effects when depositing plorts into the Plort Market now have a much more exciting sound effect.
- Saber slime largos can be found in The Wilds. To date, no original saber slimes have ever been found.
- Increased the speed in which you can vac fruit off trees.
- Spicy tofu can be obtained from Ogden. Spicy tofu is a universal food item that any slime can consume and does not affect hunger levels, allowing you to feed slimes repeatedly.
- A bunch of new deco gadgets can be discovered in The Wilds.
- Gordo slimes on the range that have been fed at least once will now appear on the map.
- Phase lemon trees planted in gardens will now act like normal fruit trees and not require phasing the lemons into reality. We altered the way space and time worked in order to make this QOL change. No big deal.
- Adjusted some effects on shooting items from the vacpack and depositing plorts in the market.
- Created a more realistic handling of garden contents after returning to the ranch after a long time.
- Fire slimes have lost the ants in their pants and no longer leap at toys. It was getting them killed. Let that be a lesson to all of you.
- Deleting a game file now requires a press and hold action to reduce the likelihood of accidental deletion.
- A small vac cyclone-like swirl will now appear in the top right of the screen when an autosave is triggered. Quickly pressing down and start when you see it WILL NOT warp you to the lair of smoke slimes.
- Added an overscan adjustment options setting.
- Resolution options setting now includes refresh rate options if your display is able to use multiple rates at a given resolution.
- Added gamepad deadzone options setting.
- Updated underlying version of the Unity game engine - this could result in some useful optimizations and bugfixes but may also cause some minor/subtle changes to physics in the world. Please let us know!
- Various other physics and rendering optimizations to improve performance.
- Added stego buddies to the slime toy shop, favored by saber slimes.
- Added a great deal more extra details to the 7Zee Rewards Club Lab upgrade.
- Replaced lucky slime rocket fuel with extra newbucks: lucky slimes will now not launch themselves as high, but reward much more newbucks.
- Feral slimes now sometimes stop and glare at you rather than jumping and attacking in order to not feel like such a relentless mob.
- Reduced tangle slime's vine grab radius by 33%.
- Added a single slime key to the upgrade shop upon completing Adventure Mode. This key is intended for anyone that may have lost a key during our early access development, or for someone who simply can't find that last key out there. Please note that if you now use every key on every door and buy this extra key, you will always have one extra key.

Fixes:
- Fixed bug where Tarr were occasionally playing some incorrect non-Tarr slime sounds. Though adorable, it had to change.
- Fixed bug where Tarr music or Oasis music would sometimes start upon starting a new game.
- Fixed bug where slimes in a corral with a music box would stay soothed after demolishing the corral and music box. I mean, sometimes you just can't get a song out of your head...
- Fixed bug where ranch door open/close sound would not play.
- Fixed bug where player hitting the slime sea/sand sea did not play a sound effect.
- Fixed bug where grass and flowers would sometimes inherit the darkness from ambient occlusion from things behind them.
- Fixed bug where pressing Esc repeatedly on leaving the ranch house would restart the fade-in sequence of leaving the house.
- Fixed bug where snared desert gordos were requiring less food than their wild brethren before popping.
- Fixed a bug where chickens could be stuck under a ramp in the overgrowth.
- Fixed a bug where feral slimes could sometimes seem to get stuck to the front of the player before doing their bite.
- Fixed a bug where crates in the ruins would not roll from a full set of items.
- Fixed bug where puddle slimes and rubber duckies could get trapped due to a 7Z upgrade of the Docks.
- Fixed some bugs where slimes could sometimes launch themselves out of a tight spot due to various interactions such as eating or carrying food.
- Fixed a bug where the intro Range Exchange requests for ranchers could sometimes be overridden with one intended for later. This of course, was very difficult to discern with BOb.
- Fixed bug where food was sometimes left in the world when returning to the ranch and slimes should have eaten that food.
- Fixed some settings causing some icons to look incorrect in the Slimepedia at certain resolutions.
- Fixed some slightly incorrect nighttime lighting settings.
- Fixed bug where it was sometimes possible to shoot small resources into/through the ground.
- Fixed a bug where trees in the ruins were not displaying correctly when viewed from a distance.
- Fixed bug where the hat trick achievement was not awarded when gilded ginger was eaten by a gold slime.
- Fixed bug where boom slime booms would push echoes out of place. However, having seen the amazing fireworks displays some players created, we're committed to remaking that awesome discovery in a future update in a more formal capacity.
- Fixed bug where reloading a game when already in the slime sea did not always return the player to the ranch.
- Fixed bug where desert slime toys were not part of the second tier 7Z slime toys rewards list.
- Fixed some instances of crystal slime crowns looking like rock crowns.
- Fixed an issue where sometimes the roostro wouldn't call in the morning. This was solved by getting a roostro for that roostro who ensures that the original roostro is awake on time.


And for more details on future Slime Rancher updates, be sure to check out the development roadmap here:
http://forums.monomipark.com/viewtopic.php?f=3&t=448
high rated
Changelog for Patch 1.1.0c (added 23 October 2017):

- Hotfix for crash issues.
high rated
Changelog for Patch 1.1.0e (added 03 November 2017):

- Fixed bug where certain effects, including boom slimes would sometimes cause crashes on some hardware.
- Fixed bug where Ogden was skipping his final dialogue sequence after getting his third reward. If you've already have the third reward, simply talk to him again and you'll see this dialogue.
- Made some adjustments to the rocks near the Plort Market.
- Fixed bug where Ogden's Greenhouse door was bigger than intended.
- Fixed bug where it was possible to get stuck in a particular hole in a cavern in The Wilds.
- Fixed bug where crates dropped against a certain ground area in the Reef were made of flubber. (They continually bounced.)
high rated
Changelog for Patch 1.1.1 (added 29 November 2017):

Save System Improvements:
Slime Rancher now maintains several prior copies of your save file to protect against system crashes or power outages that result in corrupt data. If the game cannot load the most recent autosave it will revert to the most recent one it can find. As part of this change, the autosave frequency has been reduced to autosaving every 5 minutes.

Changes:
- Added Swedish language translation to the game. Welcome, Swedish friends!
- The Range Exchange now has a countdown clock for the remaining duration of the current offer.
- Teleporters from the Wilds now lead to Ogden’s Retreat instead of directly to Beatrix’s Ranch.
- Reduced the corral autofeeder frequency on Low and Medium to give food every 9 and 6 hours, respectively.
- Added tutorial ‘star’ to point you to the teleporter to reach Ogden’s Retreat.
- Tarr slime pedia entry is now immediately unlocked in Casual Mode… but don’t worry, that’s a as far as they go in Casual Mode.
- Minor improvements to various shaders. That’s right, MINOR improvements.
- Optimized the way that many particles in the world are instantiated to improve memory usage.
- Rotten kookadobas are now more obviously rotten. But either way, they stink.
- Firestorm effect should now activate/deactivate more rapidly when teleporting to/from the desert during a firestorm.
- Renamed Garden Deluxe as Deluxe Upgrade.
- Added a tip to the loading screen explaining the save icon.

Fixes:
- Fixed bug where amber slime lamps’ glow could be seen through walls.
- Fixed bug where some largos in The Wilds near the waterfall could end up hovering in the air. Fun fact: it’s because they thought they were still in water and were ‘swimming.’ See, you can do anything you put your mind to!
- Fixed bug where certain effects could sometimes make water disappear.
- Fixed bug where the Gadget Mode effect was upside down on some systems.
- Fixed bug where on certain graphics settings, a biting Tarr appeared to have an additional smaller Tarr inside it. Creepy.
- Fixed bug where Boom Slimes could sometimes become lethargic and stop most types of activities, including booming.
- Fixed bug where Tarr and Fire slimes were bounced too aggressively out of ponds.
- Fixed bug where the Hat Trick achievement could be improperly withheld.
- Fixed bug (Xbox-only) where gamepad icons were replaced with keyboard/mouse prompts when the controller was disconnected.
- Fixed bug where Kookadoba sometimes did not correctly attach to their plants on game load.
- Fixed bug where a teleporter in the desert’s icon could appear on the map before that teleporter was actually available to use.